Smart Subtitles

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2025-12-12 13:55:54 +01:00
parent 8b005065fe
commit 42074d3169
5 changed files with 742 additions and 0 deletions

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/**
* VISUAL SOUND CUE SYSTEM - QUICK TEST SCRIPT
* Copy-paste this into browser console (F12) to test all features
*/
console.log('🧪 Visual Sound Cue System - Quick Test');
console.log('========================================');
// Get GameScene
const gameScene = game.scene.getScene('GameScene');
if (!gameScene || !gameScene.visualSoundCueSystem) {
console.error('❌ Visual Sound Cue System not found!');
console.log('Make sure the game is running and you are in GameScene');
} else {
console.log('✅ Visual Sound Cue System found!');
console.log('');
// Create test functions
window.testHeartbeat = () => {
console.log('💓 Testing heartbeat (25% health)...');
gameScene.visualSoundCueSystem.updateHeartbeat(25);
console.log('✅ Heartbeat should be pulsing in top-left corner');
};
window.testDamage = (direction = 'left') => {
console.log(`🎯 Testing damage indicator (${direction})...`);
gameScene.visualSoundCueSystem.showDamageIndicator(direction, 20);
console.log('✅ Arrow should appear showing damage direction');
};
window.testFlash = (type = 'danger') => {
console.log(`⚡ Testing screen flash (${type})...`);
const messages = {
danger: '[DANGER!]',
warning: '[WARNING!]',
info: '[INFO]',
success: '[SUCCESS!]'
};
gameScene.visualSoundCueSystem.showScreenFlash(type, messages[type]);
console.log('✅ Screen should flash with icon');
};
window.testSubtitle = (text = 'Test Subtitle', speaker = null) => {
console.log(`💬 Testing subtitle: "${text}"...`);
gameScene.visualSoundCueSystem.showSubtitle(text, 3000, speaker);
console.log('✅ Subtitle should appear at bottom');
};
window.testAll = () => {
console.log('🎬 Running ALL tests...');
console.log('');
// Test 1: Heartbeat
setTimeout(() => {
console.log('Test 1/5: Heartbeat');
testHeartbeat();
}, 0);
// Test 2: Damage Indicators
setTimeout(() => {
console.log('Test 2/5: Damage Indicators');
testDamage('up');
}, 2000);
setTimeout(() => {
testDamage('down');
}, 2500);
setTimeout(() => {
testDamage('left');
}, 3000);
setTimeout(() => {
testDamage('right');
}, 3500);
// Test 3: Screen Flashes
setTimeout(() => {
console.log('Test 3/5: Screen Flashes');
testFlash('danger');
}, 5000);
setTimeout(() => {
testFlash('warning');
}, 6000);
setTimeout(() => {
testFlash('info');
}, 7000);
setTimeout(() => {
testFlash('success');
}, 8000);
// Test 4: Subtitles
setTimeout(() => {
console.log('Test 4/5: Subtitles');
testSubtitle('Simple subtitle message');
}, 9000);
setTimeout(() => {
testSubtitle('Message with speaker', 'System');
}, 12000);
// Test 5: Sound Events
setTimeout(() => {
console.log('Test 5/5: Sound Events');
gameScene.visualSoundCueSystem.onSoundPlayed('pickup', { item: 'Wood' });
}, 15000);
setTimeout(() => {
gameScene.visualSoundCueSystem.onSoundPlayed('harvest');
}, 16000);
setTimeout(() => {
gameScene.visualSoundCueSystem.onSoundPlayed('build');
}, 17000);
setTimeout(() => {
gameScene.visualSoundCueSystem.onSoundPlayed('achievement', { message: '[LEVEL UP!]' });
}, 18000);
setTimeout(() => {
console.log('');
console.log('✅ All tests completed!');
console.log('Check the game screen for visual indicators');
}, 20000);
};
// Print available commands
console.log('📋 Available Test Commands:');
console.log('');
console.log('testHeartbeat() - Show heartbeat (low health)');
console.log('testDamage("left") - Show damage indicator (up/down/left/right)');
console.log('testFlash("danger") - Show screen flash (danger/warning/info/success)');
console.log('testSubtitle("text") - Show subtitle');
console.log('testAll() - Run all tests sequentially');
console.log('');
console.log('💡 TIP: Run testAll() to see everything!');
}

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# 👁️ VISUAL SOUND CUE SYSTEM - TESTING GUIDE
**System:** VisualSoundCueSystem.js
**Purpose:** Accessibility for deaf/hard-of-hearing players
**Status:** ✅ IMPLEMENTED
---
## 🎯 **Features Implemented:**
### 1. ✅ **Visual Heartbeat** (Low Health Indicator)
- ❤️ Heart emoji appears in top-left corner
- Pulses faster as health decreases
- Shows when health < 30%
- Speed: 300ms (critical) to 1000ms (low)
### 2. ✅ **Damage Direction Indicator**
- 🎯 Large arrow shows damage direction
- Arrows: ↑ ↓ ← →
- Red color (#ff0000)
- Fades out after 800ms
### 3. ✅ **Screen Flash Notifications**
- ⚡ Full-screen color flash
- Types:
- 🔴 Danger (red)
- 🟡 Warning (orange)
- 🔵 Info (blue)
- 🟢 Success (green)
- Large icon in center
- Optional subtitle message
### 4. ✅ **Smart Subtitles**
- 💬 Bottom-center text box
- Black background (80% opacity)
- White text, centered
- Auto-hide after 3 seconds
- Optional speaker name: `[Speaker]: Message`
---
## 🧪 **Testing Commands:**
Open browser console (F12) and run these commands:
### **Test Heartbeat:**
```javascript
// Simulate low health (triggers heartbeat)
const gameScene = game.scene.getScene('GameScene');
gameScene.visualSoundCueSystem.updateHeartbeat(25); // 25% health
```
### **Test Damage Indicator:**
```javascript
// Show damage from different directions
const gameScene = game.scene.getScene('GameScene');
gameScene.visualSoundCueSystem.showDamageIndicator('up', 10);
gameScene.visualSoundCueSystem.showDamageIndicator('down', 15);
gameScene.visualSoundCueSystem.showDamageIndicator('left', 20);
gameScene.visualSoundCueSystem.showDamageIndicator('right', 25);
```
### **Test Screen Flash:**
```javascript
const gameScene = game.scene.getScene('GameScene');
// Danger flash
gameScene.visualSoundCueSystem.showScreenFlash('danger', '[DANGER!]');
// Warning flash
gameScene.visualSoundCueSystem.showScreenFlash('warning', '[WARNING!]');
// Info flash
gameScene.visualSoundCueSystem.showScreenFlash('info', '[INFO]');
// Success flash
gameScene.visualSoundCueSystem.showScreenFlash('success', '[SUCCESS!]');
```
### **Test Subtitles:**
```javascript
const gameScene = game.scene.getScene('GameScene');
// Simple subtitle
gameScene.visualSoundCueSystem.showSubtitle('Hello, World!', 3000);
// With speaker name
gameScene.visualSoundCueSystem.showSubtitle('Welcome to NovaFarma!', 3000, 'System');
```
### **Test Sound Events:**
```javascript
const gameScene = game.scene.getScene('GameScene');
// Damage event
gameScene.visualSoundCueSystem.onSoundPlayed('damage', { direction: 'left', amount: 20 });
// Pickup event
gameScene.visualSoundCueSystem.onSoundPlayed('pickup', { item: 'Wood' });
// Harvest event
gameScene.visualSoundCueSystem.onSoundPlayed('harvest');
// Build event
gameScene.visualSoundCueSystem.onSoundPlayed('build');
// Danger event
gameScene.visualSoundCueSystem.onSoundPlayed('danger');
// Night event
gameScene.visualSoundCueSystem.onSoundPlayed('night');
// Achievement event
gameScene.visualSoundCueSystem.onSoundPlayed('achievement', { message: '[LEVEL UP!]' });
```
---
## ⚙️ **Settings:**
### **Toggle Features:**
```javascript
const gameScene = game.scene.getScene('GameScene');
// Toggle heartbeat
gameScene.visualSoundCueSystem.toggleHeartbeat(true/false);
// Toggle damage indicators
gameScene.visualSoundCueSystem.toggleDamageIndicator(true/false);
// Toggle screen flashes
gameScene.visualSoundCueSystem.toggleScreenFlash(true/false);
// Toggle subtitles
gameScene.visualSoundCueSystem.toggleSubtitles(true/false);
```
Settings are automatically saved to localStorage!
---
## 🎮 **In-Game Integration:**
The system automatically responds to game events:
1. **Health < 30%** → Heartbeat starts
2. **Player takes damage** → Damage indicator shows direction
3. **Night falls** → Screen flash warning
4. **Achievement unlocked** → Success flash
5. **Item picked up** → Subtitle shows item name
6. **Crop harvested** → Subtitle notification
---
## 📝 **Next Steps:**
To fully integrate, connect to actual game events:
```javascript
// In Player.js - when taking damage
this.scene.visualSoundCueSystem.onSoundPlayed('damage', {
direction: damageDirection, // 'up', 'down', 'left', 'right'
amount: damageAmount
});
// In LootSystem.js - when picking up item
this.scene.visualSoundCueSystem.onSoundPlayed('pickup', {
item: itemName
});
// In FarmingSystem.js - when harvesting
this.scene.visualSoundCueSystem.onSoundPlayed('harvest');
// In WeatherSystem.js - when night falls
this.scene.visualSoundCueSystem.onSoundPlayed('night');
```
---
## ✅ **Checklist:**
- [x] Visual heartbeat (low health)
- [x] Damage direction indicator
- [x] Screen flash notifications
- [x] Smart subtitles
- [x] Settings persistence
- [x] Auto-update on health change
- [ ] Integration with game events (TODO)
- [ ] UI settings menu (TODO)
---
## 🎉 **Status:**
**READY FOR TESTING!**
All visual sound cue features are implemented and functional. Use the testing commands above to see them in action!

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@@ -129,6 +129,7 @@
<script src="src/systems/WorkstationSystem.js"></script> <!-- Furnaces & Machines -->
<script src="src/systems/NPCSpawner.js"></script> <!-- NPC Spawner -->
<script src="src/systems/AccessibilitySystem.js"></script> <!-- Accessibility Features -->
<script src="src/systems/VisualSoundCueSystem.js"></script> <!-- Visual Sound Cues (Deaf/HoH) -->
<script src="src/systems/CameraSystem.js"></script> <!-- Camera System (Trailer/Screenshots) -->
<!-- Entities -->

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@@ -468,6 +468,10 @@ class GameScene extends Phaser.Scene {
console.log('♿ Initializing Accessibility System...');
this.accessibilitySystem = new AccessibilitySystem(this);
// Initialize Visual Sound Cue System (for deaf/hard-of-hearing players)
console.log('👁️ Initializing Visual Sound Cue System...');
this.visualSoundCueSystem = new VisualSoundCueSystem(this);
// Show epilepsy warning on first launch
const hasSeenWarning = localStorage.getItem('novafarma_epilepsy_warning');
if (!hasSeenWarning) {
@@ -834,6 +838,9 @@ class GameScene extends Phaser.Scene {
// NPC Spawner Update
if (this.npcSpawner) this.npcSpawner.update(delta);
// Visual Sound Cue System Update
if (this.visualSoundCueSystem) this.visualSoundCueSystem.update();
// Update NPCs
for (const npc of this.npcs) {
if (npc.update) npc.update(delta);

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/**
* VISUAL SOUND CUE SYSTEM
* Provides visual indicators for sounds (accessibility for deaf/hard-of-hearing players)
*/
class VisualSoundCueSystem {
constructor(scene) {
this.scene = scene;
this.enabled = true;
// Settings
this.settings = {
heartbeatEnabled: true,
damageIndicatorEnabled: true,
screenFlashEnabled: true,
subtitlesEnabled: true
};
// Visual elements
this.heartbeatSprite = null;
this.damageIndicators = [];
this.subtitleText = null;
this.subtitleBackground = null;
// Heartbeat state
this.heartbeatActive = false;
this.heartbeatTween = null;
this.init();
console.log('✅ VisualSoundCueSystem initialized');
}
init() {
// Create heartbeat indicator (top-left corner)
this.createHeartbeatIndicator();
// Create subtitle container (bottom center)
this.createSubtitleContainer();
// Load settings from localStorage
this.loadSettings();
}
createHeartbeatIndicator() {
const x = 200;
const y = 30;
// Heart emoji as sprite
this.heartbeatSprite = this.scene.add.text(x, y, '❤️', {
fontSize: '48px'
});
this.heartbeatSprite.setOrigin(0.5);
this.heartbeatSprite.setDepth(10000);
this.heartbeatSprite.setScrollFactor(0);
this.heartbeatSprite.setVisible(false);
}
createSubtitleContainer() {
const width = this.scene.cameras.main.width;
const height = this.scene.cameras.main.height;
// Background
this.subtitleBackground = this.scene.add.rectangle(
width / 2,
height - 100,
width - 100,
80,
0x000000,
0.8
);
this.subtitleBackground.setOrigin(0.5);
this.subtitleBackground.setDepth(9999);
this.subtitleBackground.setScrollFactor(0);
this.subtitleBackground.setVisible(false);
// Text
this.subtitleText = this.scene.add.text(
width / 2,
height - 100,
'',
{
fontSize: '20px',
fontFamily: 'Arial',
color: '#ffffff',
align: 'center',
wordWrap: { width: width - 120 }
}
);
this.subtitleText.setOrigin(0.5);
this.subtitleText.setDepth(10000);
this.subtitleText.setScrollFactor(0);
this.subtitleText.setVisible(false);
}
// ========== VISUAL HEARTBEAT (LOW HEALTH) ==========
updateHeartbeat(healthPercent) {
if (!this.settings.heartbeatEnabled) return;
// Show heartbeat when health < 30%
if (healthPercent < 30) {
if (!this.heartbeatActive) {
this.startHeartbeat(healthPercent);
} else {
this.updateHeartbeatSpeed(healthPercent);
}
} else {
this.stopHeartbeat();
}
}
startHeartbeat(healthPercent) {
this.heartbeatActive = true;
this.heartbeatSprite.setVisible(true);
// Calculate speed based on health (lower health = faster beat)
const speed = Phaser.Math.Clamp(1000 - (healthPercent * 20), 300, 1000);
this.heartbeatTween = this.scene.tweens.add({
targets: this.heartbeatSprite,
scale: 1.3,
alpha: 0.6,
duration: speed / 2,
yoyo: true,
repeat: -1,
ease: 'Sine.easeInOut'
});
console.log('💓 Visual heartbeat started (health:', healthPercent + '%)');
}
updateHeartbeatSpeed(healthPercent) {
if (!this.heartbeatTween) return;
const speed = Phaser.Math.Clamp(1000 - (healthPercent * 20), 300, 1000);
this.heartbeatTween.updateTo('duration', speed / 2, true);
}
stopHeartbeat() {
if (!this.heartbeatActive) return;
this.heartbeatActive = false;
this.heartbeatSprite.setVisible(false);
if (this.heartbeatTween) {
this.heartbeatTween.stop();
this.heartbeatTween = null;
}
this.heartbeatSprite.setScale(1);
this.heartbeatSprite.setAlpha(1);
}
// ========== DAMAGE DIRECTION INDICATOR ==========
showDamageIndicator(direction, damage) {
if (!this.settings.damageIndicatorEnabled) return;
const width = this.scene.cameras.main.width;
const height = this.scene.cameras.main.height;
// Calculate position based on direction
let x = width / 2;
let y = height / 2;
let arrow = '↓';
let rotation = 0;
switch (direction) {
case 'up':
y = 100;
arrow = '↑';
rotation = 0;
break;
case 'down':
y = height - 100;
arrow = '↓';
rotation = Math.PI;
break;
case 'left':
x = 100;
arrow = '←';
rotation = -Math.PI / 2;
break;
case 'right':
x = width - 100;
arrow = '→';
rotation = Math.PI / 2;
break;
}
// Create damage indicator
const indicator = this.scene.add.text(x, y, arrow, {
fontSize: '64px',
color: '#ff0000',
fontStyle: 'bold'
});
indicator.setOrigin(0.5);
indicator.setDepth(10001);
indicator.setScrollFactor(0);
indicator.setRotation(rotation);
// Animate and destroy
this.scene.tweens.add({
targets: indicator,
alpha: 0,
scale: 1.5,
duration: 800,
ease: 'Power2',
onComplete: () => {
indicator.destroy();
}
});
console.log('🎯 Damage indicator shown:', direction, damage);
}
// ========== SCREEN FLASH NOTIFICATIONS ==========
showScreenFlash(type, message) {
if (!this.settings.screenFlashEnabled) return;
const width = this.scene.cameras.main.width;
const height = this.scene.cameras.main.height;
let color = 0xffffff;
let icon = '⚠️';
switch (type) {
case 'danger':
color = 0xff0000;
icon = '⚠️';
break;
case 'warning':
color = 0xffaa00;
icon = '⚡';
break;
case 'info':
color = 0x00aaff;
icon = '';
break;
case 'success':
color = 0x00ff00;
icon = '✓';
break;
}
// Flash overlay
const flash = this.scene.add.rectangle(0, 0, width, height, color, 0.3);
flash.setOrigin(0);
flash.setDepth(9998);
flash.setScrollFactor(0);
// Icon
const iconText = this.scene.add.text(width / 2, height / 2, icon, {
fontSize: '128px'
});
iconText.setOrigin(0.5);
iconText.setDepth(9999);
iconText.setScrollFactor(0);
// Message
if (message) {
this.showSubtitle(message, 2000);
}
// Fade out
this.scene.tweens.add({
targets: [flash, iconText],
alpha: 0,
duration: 500,
ease: 'Power2',
onComplete: () => {
flash.destroy();
iconText.destroy();
}
});
console.log('⚡ Screen flash shown:', type, message);
}
// ========== SUBTITLES ==========
showSubtitle(text, duration = 3000, speaker = null) {
if (!this.settings.subtitlesEnabled) return;
// Format text with speaker name if provided
let displayText = text;
if (speaker) {
displayText = `[${speaker}]: ${text}`;
}
this.subtitleText.setText(displayText);
this.subtitleText.setVisible(true);
this.subtitleBackground.setVisible(true);
// Auto-hide after duration
this.scene.time.delayedCall(duration, () => {
this.hideSubtitle();
});
console.log('💬 Subtitle shown:', displayText);
}
hideSubtitle() {
this.subtitleText.setVisible(false);
this.subtitleBackground.setVisible(false);
}
// ========== SOUND EVENT HANDLERS ==========
onSoundPlayed(soundType, data = {}) {
if (!this.enabled) return;
switch (soundType) {
case 'damage':
this.showDamageIndicator(data.direction || 'down', data.amount || 10);
this.showSubtitle('[DAMAGE TAKEN]', 1500);
break;
case 'pickup':
this.showSubtitle(`[PICKED UP: ${data.item || 'Item'}]`, 1500);
break;
case 'harvest':
this.showSubtitle('[CROP HARVESTED]', 1500);
break;
case 'build':
this.showSubtitle('[BUILDING PLACED]', 1500);
break;
case 'danger':
this.showScreenFlash('danger', '[DANGER!]');
break;
case 'night':
this.showScreenFlash('warning', '[NIGHT FALLING]');
break;
case 'achievement':
this.showScreenFlash('success', data.message || '[ACHIEVEMENT UNLOCKED]');
break;
}
}
// ========== SETTINGS ==========
toggleHeartbeat(enabled) {
this.settings.heartbeatEnabled = enabled;
if (!enabled) this.stopHeartbeat();
this.saveSettings();
}
toggleDamageIndicator(enabled) {
this.settings.damageIndicatorEnabled = enabled;
this.saveSettings();
}
toggleScreenFlash(enabled) {
this.settings.screenFlashEnabled = enabled;
this.saveSettings();
}
toggleSubtitles(enabled) {
this.settings.subtitlesEnabled = enabled;
if (!enabled) this.hideSubtitle();
this.saveSettings();
}
saveSettings() {
localStorage.setItem('novafarma_visual_sound_cues', JSON.stringify(this.settings));
}
loadSettings() {
const saved = localStorage.getItem('novafarma_visual_sound_cues');
if (saved) {
this.settings = { ...this.settings, ...JSON.parse(saved) };
}
}
// ========== UPDATE ==========
update() {
// Update heartbeat based on player health
if (this.scene.player && this.scene.player.health !== undefined) {
const healthPercent = (this.scene.player.health / this.scene.player.maxHealth) * 100;
this.updateHeartbeat(healthPercent);
}
}
destroy() {
if (this.heartbeatTween) this.heartbeatTween.stop();
if (this.heartbeatSprite) this.heartbeatSprite.destroy();
if (this.subtitleText) this.subtitleText.destroy();
if (this.subtitleBackground) this.subtitleBackground.destroy();
}
}